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Human
Legacy
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Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open iron pot hangs from a hook inside the blackened fireplace. It rattles on its hook and bobs up and down, as though something is inside it. The iron pot contains an ordinary bat. When the characters get close, it flies out and flaps about the room.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open iron pot hangs from a hook inside the blackened fireplace. It rattles on its hook and bobs up and down, as though something is inside it. The iron pot contains an ordinary bat. When the characters get close, it flies out and flaps about the room.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open iron pot hangs from a hook inside the blackened fireplace. It rattles on its hook and bobs up and down, as though something is inside it. The iron pot contains an ordinary bat. When the characters get close, it flies out and flaps about the room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Secret Room This unlit chamber connects areas 30a and 38c by way of secret doors. The secret doors are readily identifiable and easily opened from inside the room. Xunderbrok If the word
is 4 feet tall and 2 feet wide at the base. Close examination reveals that the top of the cone unscrews to reveal a hollow compartment under the cap. Treasure. The cone’s compartment contains a potion of giant strength (cloud) in a stoppered, J-shaped crystal flask worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Secret Room This unlit chamber connects areas 30a and 38c by way of secret doors. The secret doors are readily identifiable and easily opened from inside the room. Xunderbrok If the word
is 4 feet tall and 2 feet wide at the base. Close examination reveals that the top of the cone unscrews to reveal a hollow compartment under the cap. Treasure. The cone’s compartment contains a potion of giant strength (cloud) in a stoppered, J-shaped crystal flask worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Secret Room This unlit chamber connects areas 30a and 38c by way of secret doors. The secret doors are readily identifiable and easily opened from inside the room. Xunderbrok If the word
is 4 feet tall and 2 feet wide at the base. Close examination reveals that the top of the cone unscrews to reveal a hollow compartment under the cap. Treasure. The cone’s compartment contains a potion of giant strength (cloud) in a stoppered, J-shaped crystal flask worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G4. Kitchen This kitchen is furnished with gnomes in mind, so everything is either close to the floor or readily reachable by tugging on an overly complicated rope-and-pulley mechanism. Five rock
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G4. Kitchen This kitchen is furnished with gnomes in mind, so everything is either close to the floor or readily reachable by tugging on an overly complicated rope-and-pulley mechanism. Five rock
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Companion Zariel never forgot her betrayers — those who ran from the battlefield. She kept a close eye on Elturel, waiting for the day when she could enact her revenge. That day came in 1444 DR
offered him a deal, which Thavius readily accepted. In the sky over Elturel, a radiant sphere called the Companion appeared, blazing like a second sun. Powered by a planetar imprisoned within it, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G4. Kitchen This kitchen is furnished with gnomes in mind, so everything is either close to the floor or readily reachable by tugging on an overly complicated rope-and-pulley mechanism. Five rock
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Companion Zariel never forgot her betrayers — those who ran from the battlefield. She kept a close eye on Elturel, waiting for the day when she could enact her revenge. That day came in 1444 DR
offered him a deal, which Thavius readily accepted. In the sky over Elturel, a radiant sphere called the Companion appeared, blazing like a second sun. Powered by a planetar imprisoned within it, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Companion Zariel never forgot her betrayers — those who ran from the battlefield. She kept a close eye on Elturel, waiting for the day when she could enact her revenge. That day came in 1444 DR
offered him a deal, which Thavius readily accepted. In the sky over Elturel, a radiant sphere called the Companion appeared, blazing like a second sun. Powered by a planetar imprisoned within it, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
patron for generations, or embodies values you hold close. Based on this, consider that chapter’s possibilities for how you might have earned that immortal’s favor (if indeed you have) and alternate
of the Akroan hunter Arissa. While waiting to claim her second place award, Arissa witnessed a Nyxborn bat-creature snatch an infant from the crowd. The hunter threw her javelin an impossible distance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
patron for generations, or embodies values you hold close. Based on this, consider that chapter’s possibilities for how you might have earned that immortal’s favor (if indeed you have) and alternate
of the Akroan hunter Arissa. While waiting to claim her second place award, Arissa witnessed a Nyxborn bat-creature snatch an infant from the crowd. The hunter threw her javelin an impossible distance
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
patron for generations, or embodies values you hold close. Based on this, consider that chapter’s possibilities for how you might have earned that immortal’s favor (if indeed you have) and alternate
of the Akroan hunter Arissa. While waiting to claim her second place award, Arissa witnessed a Nyxborn bat-creature snatch an infant from the crowd. The hunter threw her javelin an impossible distance
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the






